Seuraa
Melissa J. Rogerson
Melissa J. Rogerson
Computing and Information Systems, The University of Melbourne
Vahvistettu sähköpostiosoite verkkotunnuksessa unimelb.edu.au - Kotisivu
Nimike
Viittaukset
Viittaukset
Vuosi
" I Love All the Bits" The Materiality of Boardgames
MJ Rogerson, M Gibbs, W Smith
Proceedings of the 2016 CHI conference on human factors in computing systems …, 2016
1082016
Playing blind: Revealing the world of gamers with visual impairment
R Andrade, MJ Rogerson, J Waycott, S Baker, F Vetere
Proceedings of the 2019 CHI conference on Human Factors in Computing Systems …, 2019
682019
Cooperating to compete: The mutuality of cooperation and competition in boardgame play
MJ Rogerson, MR Gibbs, W Smith
Proceedings of the 2018 CHI conference on human factors in computing systems …, 2018
672018
Finding time for tabletop: Board game play and parenting
MJ Rogerson, M Gibbs
Games and Culture 13 (3), 280-300, 2018
662018
Digitising Boardgames: Issues and Tensions
MJ Rogerson, M Gibbs, W Smith
DiGRA 2015 Diversity of Play: Games - Cultures - Identities, 2015
392015
Unpacking “boardgames with apps”: The hybrid digital boardgame model
M J. Rogerson, L A. Sparrow, M R. Gibbs
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems …, 2021
212021
Introducing the gamer information-control framework: Enabling access to digital games for people with visual impairment
R Andrade, MJ Rogerson, J Waycott, S Baker, F Vetere
Proceedings of the 2020 CHI conference on human factors in computing systems …, 2020
172020
More Than a Gimmick-Digital Tools for Boardgame Play
MJ Rogerson, LA Sparrow, MR Gibbs
Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY), 1-23, 2021
122021
What can We Learn from Eye Tracking Boardgame Play?
MJ Rogerson, MR Gibbs, W Smith
Extended Abstracts Publication of the Annual Symposium on Computer-Human …, 2017
112017
Exploring the Digital Hinterlands: Internet Practices Surrounding the Pursuit of "Offline" Hobbies
MJ Rogerson, M Gibbs, W Smith
The 18th Annual Conference of the Association of Internet Researchers, 2017
11*2017
Understanding Older Adults' Participation in Online Social Activities: Lessons from the COVID-19 Pandemic
W Zhao, RM Kelly, MJ Rogerson, J Waycott
Proceedings of the ACM on Human-Computer Interaction 6 (CSCW2), 1-26, 2022
72022
Prevalence of myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) in Australian primary care patients: only part of the story?
N Orji, JA Campbell, K Wills, M Hensher, AJ Palmer, M Rogerson, R Kelly, ...
BMC Public Health 22 (1), 1516, 2022
72022
Models and sociolinguistic factors in some Victorian second language programs: A progress report
M Clyne, C Jenkins, I Chen, M Rogerson, R Tsokalido
Language and Language Education: Working Papers of The National Languages …, 1992
61992
Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory
W Zhao, MJ Rogerson, J Waycott, RM Kelly
52023
More than the sum of their bits: Understanding the gameboard and components
MJ Rogerson, M Gibbs, W Smith
Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies …, 2020
4*2020
Understanding the travel motivations of game hobbyists
MJ Rogerson, M Gibbs, W Smith
Proceedings of the 2019 DiGRAA Conference, 2019
42019
Between cardboard and computer: The hobbyist experience of modern boardgames
MJ Rogerson
Unpublished doctoral thesis, The University of Melbourne, Australia, 2018
42018
Me and My Shelfie: Hobbyists’ domestication of boardgames
M Rogerson, M Gibbs, W Smith
Proceedings of the Digital Games Research Association Conference, 2017
42017
“What are you Bringing to the Table?”: The Something Awful Let’s Play Community as a Serious Leisure Subculture
B McKitrick, M Rogerson, M Gibbs, B Nansen
Games and Culture 18 (3), 402-421, 2023
32023
The potential for facial biometrics in role-playing games
N Wouters, MJ Rogerson, Y Hu
Proceedings of DiGRA Australia 2021, 1-2, 2021
32021
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Artikkelit 1–20